mediump vec2 visualOffset = mix( offset, offset/uSize.xy, offsetSizeMode.xy );\n
mediump vec2 visualSize = mix( uSize.xy * size, size, offsetSizeMode.zw );\n
\n
- mediump float delta = floor ( uDelta ) + 0.5;\n
- vTexCoord.x = ( delta + uHorizontalAlign * ( uTextureSize.x - visualSize.x - uGap ) + floor( aPosition.x * visualSize.x ) + 0.5 - uGap * 0.5 ) / uTextureSize.x + 0.5;\n
+ vTexCoord.x = ( uDelta + uHorizontalAlign * ( uTextureSize.x - visualSize.x - uGap ) + floor( aPosition.x * visualSize.x ) + 0.5 - uGap * 0.5 ) / uTextureSize.x + 0.5;\n
vTexCoord.y = ( uVerticalAlign * ( uTextureSize.y - visualSize.y ) + floor( aPosition.y * visualSize.y ) + 0.5 ) / ( uTextureSize.y ) + 0.5;\n
\n
mediump vec4 vertexPosition = vec4( floor( ( aPosition + anchorPoint ) * visualSize + ( visualOffset + origin ) * uSize.xy ), 0.0, 1.0 );\n
- mediump vec4 nonAlignedVertex = uViewMatrix * uModelMatrix * vertexPosition;\n
- mediump vec4 pixelAlignedVertex = vec4 ( floor( nonAlignedVertex.xyz ), 1.0 );\n
\n
- gl_Position = uProjection * pixelAlignedVertex;\n
+ gl_Position = uProjection * uViewMatrix * uModelMatrix * vertexPosition;\n
}\n
);
const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
varying highp vec2 vTexCoord;\n
uniform sampler2D sTexture;\n
+ uniform lowp vec4 uColor;\n
+ uniform lowp vec3 mixColor;\n
+ uniform lowp float opacity;\n
+ uniform lowp float preMultipliedAlpha;\n
+ \n
+ lowp vec4 visualMixColor()\n
+ {\n
+ return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
+ }\n
\n
void main()\n
{\n
if ( vTexCoord.y > 1.0 )\n
discard;\n
- gl_FragColor = texture2D( sTexture, vTexCoord );\n
+ \n
+ mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n
+ textTexture.rgb *= mix( 1.0, textTexture.a, preMultipliedAlpha );\n
+ \n
+ gl_FragColor = textTexture * uColor * visualMixColor();
}\n
);
}
}
}
+ else
+ {
+ mScrollerInterface.ScrollingFinished();
+ }
}
TextLabel::AutoScrollStopMode::Type TextScroller::GetStopMode() const
DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters wrapGap[%f]\n", wrapGap );
- const float horizontalAlign = HORIZONTAL_ALIGNMENT_TABLE[ horizontalAlignment ][ direction ];
+ float horizontalAlign;
+
+ if( textureSize.x > controlSize.x )
+ {
+ // if Text is elided, scroll should start at the begin of text.
+ horizontalAlign = HORIZONTAL_ALIGNMENT_TABLE[HorizontalAlignment::BEGIN][ direction ];
+ }
+ else
+ {
+ horizontalAlign = HORIZONTAL_ALIGNMENT_TABLE[ horizontalAlignment ][ direction ];
+ }
+
const float verticalAlign = VERTICAL_ALIGNMENT_TABLE[ verticalAlignment ];
+
DALI_LOG_INFO( gLogFilter, Debug::Verbose, "TextScroller::SetParameters horizontalAlign[%f], verticalAlign[%f]\n", horizontalAlign, verticalAlign );
scrollingTextActor.RegisterProperty( "uTextureSize", textureSize );